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It's always neat when you can combine two ideas that already exist, and
produce something new and interesting! I like the solo Pawn capture
restriction. Tony Quintanilla and I have been playing a version of Relay
Chess by e-mail lately, and it started out as a bloodbath, and by move
25 or so there were no Pawns left.
<p>
<hr>
<h4>Wilder Mildewed Zero Relay Chess</h4>
I'll take a stab at this. The rules have two parts, of course.
<p>
<ol>
<li><b>Wilder</b>: Wild Zero Relay Chess plus Pawns <em>can</em> promote
using relay powers, and Kings give (but do not gain) relay powers.</li>
<p>
<li><b>Mildewed</b>: pieces standing still too long in crowded squares
start growing mildewed, and lose the ability to relay their powers. Any
square that contains two or more pieces continuously for three or more
turns is marked with a mildew chip. Pieces in squares with a mildew chip
do not relay their powers. A mildew chip is removed at any time that the
square contains no pieces.</li>
</ol>
<p>
<b>Archoniclastic Zero Relay Chess</b> would also be an interesing game,
and would not have the colorbound piece issue that regular
<a href='../boardrules.dir/archoniclastic-chess.html'>Archoniclastic
Chess</a> has.